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Found 46 results

  1. Kate

    seafire

    Version 1.0.0

    4 downloads

    S&M Mapping Presents Seafire Model Thank you for downloading this model from our website and we hope you enjoy using this model. -Use the seafire.md3 model as a misc_model- -Use the seafire_fly.md3 model as a misc_gamemodel- --------------------------------- Seafire ~~~~~~~ Max Speed: 560 km/h Role.....: Carrier-based fighter Country..: Great Britain Type.....: Africa Markings.: Yes --------------------------------- Credits Modeled-Pegazus Uv Mapped-Pegazus Textures Reworked-{SSF}Sage & Pegazus Textures by Jester, Robo, Kristorf, FBS www.hot.ee/smmapping Terms Of Usage You may use this model freely with these terms: You are allowed to retexture it. You are not allowed to edit the mesh. You are not allowed to use this model without crediting S&M mapping in your map's readme. You are not allowed to claim this as your own work. You are not allowed to recompile this model, or change the paths.
  2. Kate

    nuke

    Version 1.0.0

    5 downloads

    Find the nuke prefab by Thunder and Mateos ------------------------------------------ This is a nuke the allies have to defuse before maptime goes out. The nuke map file is a prefab you can put right into the game. the script you need to modify to your needs. Have fun with it. Lisence for prefab goes like this: Dont sell it Dont claim it as yours the rest goes under the "D.T.F.W.Y.W.W,I" so you may reskin the model in any way you like and have fun with it. Cheers from Thunder & Mateos
  3. Version 1.0.0

    25 downloads

    RS ET COLORED NAMES & VOICE MANUAL RS ET COLORED NAMES & VOICE MANUAL © 2003 by Rob Sanders. All Rights reserved. CONTENTS 1. COLORED NAMES. 2. VOICE BINDS. 3. QUICK APPENDIX.
  4. Version 1.0.0

    20 downloads

    zp_m6_me262 readme ************************* technical name: c47 skytrain codename: 47 This is an .md3 model set for use with Return to Castle Wolfenstein and Enemy Territory. Model{s], textures, shader, and animation list included. Current shader use design for misc_gamemodel. See manual for details. contact: [email protected] http://www.surfacegroup.org/forums/ non-profit only © zenith-ply 2009 Software and Acknowledgements: Activision Milkshape 3D software NPherno's MD3 compiler Q3Map2, Q3Map2 Toolz Lithunwrap Corel Psp Surface Forums SplashDamage Forums Id Nerve Gray Matter Gtk Radiant dev team "keep the faith"
  5. Kate

    bmw_r75_motorcycle

    Version 1.0.0

    19 downloads

    zp_m6_me262 readme ************************* technical name: r75 codename: 75 This is an .md3 model set for use with Return to Castle Wolfenstein and Enemy Territory. Model{s], textures, shader, and animation list included. Current shader use design for misc_gamemodel. See manual for details. contact: [email protected] http://www.surfacegroup.org/forums/ non-profit only © zenith-ply 2009 Software and Acknowledgements: Activision Milkshape 3D software NPherno's MD3 compiler Q3Map2, Q3Map2 Toolz Lithunwrap Corel Psp Surface Forums SplashDamage Forums Id Nerve Gray Matter Gtk Radiant dev team "keep the faith"
  6. Version 1.0.0

    15 downloads

    Author unknow
  7. Kate

    army_tents.

    Version 1.0.0

    24 downloads

    Army Tents - Ase model format for wolf:et ------------------------------------------- small, medium and large versions. since they are ase models, you can edit the files in a text editor to change the materials ( texture/shader path ) to whatever you like. textures included ( but not setup in the ase files ) canvas1a.tga - found on the net armytent.tga and splintercamo.tga provided by berzerkr at splashdamage forums. ** note, these models and textures are in a plain zip file, to use them simply create a folder somewhere to put the models and textures, ie.. models/mapobjects/mymodels/ and you need to edit the ase file to reference the texture/shader, for example in the tent_small.ase there are the following lines, *MATERIAL_LIST { *MATERIAL_COUNT 2 *MATERIAL 0 { *MATERIAL_NAME "canvas" *MATERIAL_CLASS "Standard" you simply change the *MATERIAL_NAME "canvas" to your texture/shader path as in *MATERIAL_NAME "models/mapobjects/mymodels/canvas1a.tga" then save the file as a differnt name in that folder, like my_small_tent.ase ( or whatever ) there is also a wood material line lower in the file, *MATERIAL_NAME "textures/wood/wood_m13_usat.tga" which is a wood texture in the textures/wood folder in et, you can also change that if you want to a different material. use the ase files as base files, and save them to new models with your own distinctive name to be used in et. load them as misc_model, and when you distribute your map, you only need to include any custom textures you used. the ase model doesnt need to be included as its compiled into the map. models created in blender3d by me [email protected] ** REMEMBER, the ase models need to be setup with texture/shader paths, they are not just drop in and ready to go.
  8. Kate

    animated_roaches

    Version 1.0.0

    22 downloads

    rayban animated roaches ----------------------------------------- these md3 models are for a moving roach effect, and should have the following key/values set for the best effect. classname misc_gamemodel spawnflags 2 ( start_animated box ticked ) model ( see model notes below ) frames 100 fps 10 ------------------------------------------------------------------------- model notes: there are 4 types of models, r64_1.md3 - 1 single roach moving within a 64x64 grid size r64_5.md3 - 5 roches moving within a 64x64 grid size r128_1.md3 - 1 single roach moving within a 128x128 grid size r128_5.md3 - 5 roches moving within a 128x128 grid size using more than 1 of the same model, and ajust the angles or modelscales to make it seem like more random roaches moving around. ------------------------------------------------------------------------- other info: 2 shaders are provided, one used for the animated models that have moving legs via the animap system, and the other for still roaches, that just have the antennae moving. programs used to make the models and textures, blender3d and MD3Compile by NPherno. [email protected]
  9. Version 1.0.0

    18 downloads

    a pack of prefabs from the EA-Clan ================================== http://ea-clan.de/ prefabs created by the guys from ea-clan.de
  10. Version 1.0.0

    12 downloads

    Author: CptnTriscuit Baserace Source Files -------------------------------------------------------------------------------- CptnTriscuit putted together a little pack of source files (.maps & .scripts) of a couple versions of his map, baserace. Unfortunately, he still can't find the .map for the final version, but a in-progress development .map is included; and that has all relevant entities and scripting. If he locate that final .map he'll add it later on. There is also a new, simplified baserace 'template' .map with a super-commented .script file. http://www.fileplanet.com/hosteddl.a...ace_Source.zip Happy Mapping! __________________ -CptnTriscuit http://www.planetwolfenstein.com/battlefield http://cptnt.deviantart.com
  11. Version 1.0.0

    17 downloads

    This is my second map, and I did it for fun and for my clan. I tried something new, a circular snipermap. I wanted to see, how a circular sniper map worked. Hope you like it and you have fun. 2013 - |ES|LoRenz WWII Flags Made in 2009 by IndyJones Flags available in a used and destroyed version. Texture size: 256x512 Countries: - Germany incl. Battle flag (With Wolfenstein logo) - Italy - Japan incl. Battle flag - France - United Kingdom - U.S.A. (Flag with 48 stars) - U.S.S.R. Total amount of flags: 9 Source images are taken from Wikipedia and are reworked to make them fit to Wolfenstein: Enemy Territory
  12. Kate

    britishskinsmod

    Version 1.0.0

    13 downloads

    new skins for allies .... british soldier and the sten gun mark replace the thompson. next soon british in africa vest how to use?????? put the .pk3 files in to the main folder or shrubet folder , etpro etpub or some how.... advised server to play correctly with this skin: 69.31.6.172:27960 made by Giancarlo Schiano Italy contact me: [email protected]
  13. Version 1.0.0

    14 downloads

    The original site's of easygen were: http://digilander.iol.it/ilbanca/ and http://easygen.no-ip.org/ ----------------------------------------------------------- _________Easygen_________ Author: Francesco <Nemo> Bancalà Email: [email protected] ----------------------------------------------------------- Easygen is hosted by "www.Spyjuice.com" and has NOT been altered from it's original form. **Directions: Extract entire archive to a directory and run the executable. With this download is a common.shader file you MUST replace the one located in for eg: C:\programfiles\soldier of forutune double helix\base\shaders with the one thats included with this package or your terrain wont work properly. The shader is possible because of Q3MAP2, credit goes to ydnar.. Shader courtesy of pleasemyob's prefab http://www.pleasemyob.com 30 Aug 2002 What's new in 1.42 ----------------- - added support for shader templates (ydnar's q3map2 already included). - fixed some bugs. - added a field in the Modifier tab to specify the step used during vertex dragging ------------------------- EasyGen 1.42 30 Aug 2002 ------------------------- Author: Francesco <Nemo> Bancalà Email: [email protected] Website: http://digilander.iol.it/ilbanca/ +----------------+ 0. About EasyGen 1. Installation 2. Features 3. Known bugs 4. Credits 5. FAQ & Troubleshooting +------------------------+ -------------------------------------------------------------------------------- 0. About EasyGen -------------------------------------------------------------------------------- EasyGen is free. With EasyGen you build up terrains and export them as Radiant source map (including alphamap and metahsaders). Bitmap import/export is also supported. Supported games: - Quake3 - Return To Castle Wolfenstein - generally all games based on Quake3 engine, who need a source map(.map), an alphamap(.pcx) and a metashader script(.shader) to compile a terrain entity. (if you want to to learn more about this process read the Official Terrain Manual written by Paul Jaquays contained in the latest GTK installations) -------------------------------------------------------------------------------- 1. Installation -------------------------------------------------------------------------------- Make sure to extract all files contained in the zip in the same folder. After you've extracted the zip, EasyGen folder should looks something like this: EasyGen\modifiers\*.* - modifiers EasyGen\templates\*.* - various files (*.shader, *.cfg) EasyGen\save\ - saved terrains (*.egn) EasyGen\tutorial\*.* - tutorial stuff (old but sufficient) EasyGen\EasyGen.exe - executable EasyGen\btnexgenipl32.dll - a dll EasyGen\readme.txt - this readme.txt EasyGen will not run if 'btnexgenipl32.dll' is not in the same folder. Also EasyGen needs to know your work mod folder under <your_game> root folder (ie baseq3\, missionpack\, main\ etc etc), you will be prompted to browse for that asa you start EasyGen. I repeat for the last time, you need to browse for a MOD folder, not for the <your_game> root folder. -------------------------------------------------------------------------------- 2. Features -------------------------------------------------------------------------------- - Terrain shape manipulation through several modifiers (Hill,Cone etc etc). - Program your own modifiers with an easy asm like language. Read 'custom_modifier.txt' to learn more. - Direct export source map plus alphamap and metashader script. - Alphamap import/export. - Bitmap import/export. - Models (md3) are loaded automatically from <your_game>/<your_mod>/models/ directory. - Import brushes from a map file. Brushes are only used as space references to aid positiong the terrain entity. Bruhses manipulation is not supported by EasyGen and BRUSHES are NOT exported toghether with the terrain. Only the TERRAIN ENTITY itself is exported and the models you have inserted. Issues: * Curved patches are not imported. * Texturing is not supported for imported brushes, they will only appear as flat shaded polygons. - Terrain import from a map file (and related alphamap and metashader). This should work in the most of the cases. Issue: * tcmod scale is ignored - To exclude triangles from export: - select MODIFIER TAB. - click the pink triangle button on the toolbar (the one with the red cross) - SHIFT+LEFTCLK on a triangle - Upgrading shader templates (templates/*.*) is useful if the author of the compiler (ydnar) makes come modifications to the compiler itself (q3map2.exe). Replacing old templates with the new ones will ensure that EasyGen will export shaders that will work with the new version of the compiler. -------------------------------------------------------------------------------- 3. Known Bugs -------------------------------------------------------------------------------- - Resizing the width(x|y) of the grid when lock is OFF does not resize the alphamap. (altering divisions does it). - I don't know what could happen if you use textures of different sizes, if you don't want get in troubles use textures of all the same sizes (all 256x256 or all 128x128, ...) - I think you'll find other bugs, please let me know -------------------------------------------------------------------------------- 4. Credits -------------------------------------------------------------------------------- Tnx to: .idSoftware for the game .NeHe for his OpenGL tutorials - http://nehe.gamedev.net/ .http://www.codeguru.com/ for his kick ass programming forum .guys of http://www.quake3world.com/ level editing forum .Binary Technologies for his powerfull image library Binary Technologies http://www.binary-technologies.de [email protected] Following people helped me improving the program (in a.o.): djbob,Hubas,LordSquart,Kevin,KitCarson,RKone,snickelfritz,ZeroLogic. -------------------------------------------------------------------------------- 5. FAQ & Troubleshooting -------------------------------------------------------------------------------- Q: What the hell is this gray and white grid? A: you can get the damned grid for several reasons: 1. the width of each division along X and/or Y axis is not a power of 2. Use 128 or 192 or 256(most used). You set these values from the Grid TAB, 'Div.Width.', enter two values (one along X and other along Y, generally the same), then press Apply on the right. 2. You have played with the keys of the terrain entity from Radiant, or renamed and/or edited the alphamap and shader files generated by EasyGen. To do this you ust know exactly what are you doing because there are linked references by names in that stuff. (filename and names inside text files) 3. Corrupted shaders? Try moving out custom pk3 from you mod folder. 4. Use unique names. One time I named my egn save file 'test.egn'. It caused to export a test.pcx, a test.shader with a test/terrain shader name. The infamous grid appeared. I saved the same terrain as 'nemo_happy_test.egn', exported the stuff and no hologrid appeared. Q: Why do the textures look fine from EasyGen and from Quake3 are all shifted along a direction? A: This seems to be a bug of some q3map versions. To fix this edit your alphamap(PCX) exported by EasyGen with a 2D graphic program such as PaintShopPro and remove the first vertical line of pixels. If the original alphamap was 33x33 the final one must 32x33. Sounds strange but it works. -------------------------------------------------------------------------------- 6. Final Stuff -------------------------------------------------------------------------------- Programming is an hobby for me, so I take no responsability if your pc blows up while running EasyGen ! Feedback, bugs report, suggestions, are appreciated Quake3Arena and RTCW are registered trademark of 'id Software' ! > http://www.quake3arena.com > http://www.idsoftware.com
  14. Kate

    jungle_trees1

    Version 1.0.0

    17 downloads

    Author : unknow
  15. Kate

    jungle_trees

    Version 1.0.0

    8 downloads

    Author: unknow
  16. Kate

    m5_pipes

    Version 1.0.0

    11 downloads

    zp_r2_pipes *********** This is a sample map for sp_rtcw displaying some of the pipe model assets to provide a scripting example for the hatch/wheel models. Some animations are included in the script. Map file is included in the .pk3 file. There are no shaders for the pipe models (yet). Instructions: 1.unzip the file "zp_m5_r2_pipes" to C/…/Return to Castle Wolfenstein. (not main) 2.right click on the bat file "zp_m5_pipes" and send to desktop/create shortcut. Credit: Music and textures by zenith-ply.
  17. Kate

    metal_beds

    Version 1.0.0

    18 downloads

    Author: Rayban http://www.splashdamage.com/forums/showthread.php?t=16177&page=4 2 new models, metal style beds you might find in a hospital or ward of some kind, one with a mattress and one without, no shaders included since they use the stock et shaders. mattress and pillow from stock et bunks, new bed frames made in blender3d. get the file here http://raybanb.googlepages.com/metal_beds.pk3 a closer look..
  18. Kate

    dt_bf_190_fighter

    Version 1.0.0

    15 downloads

    WOLF PROJECT WP_190. Bf 190 WW2 fighter This pak contains all the assets needed to use this model as a script mover in Wolfenstein-Enemy Territory. wp_190_body.ase wp_190_tail.ase wp_190_wing.ase wp_190_nose.ase sound_block.md3 should be used at modelscale 10 tags: tag_point1 (origin) tag_point2 to 13 (ring the origin) Model and textures by Detoeni http://www.wolfproject.net/ Any problems please contact me at [email protected] Any comments please post at our forum http://www.wolfproject.net/ You may use this file providing it's not for profit. Detoeni.
  19. Kate

    ischbinz_models_2

    Version 1.0.0

    14 downloads

    Würzburg Riese Radar 10th August, 2010 This version is a public release! including all models - 3 LOD-Levels feel free to use it in your map this readme have to stay inside every pack which includes models or anything else of this pack(s). You re allowed to modify/improve this pack - just say who made the base pack you re allowed to use models/textures in other packs - just say in the readme that ischbinz made the model(s)/texture(s) you used have fun no commercial use.
  20. Kate

    hovel

    Version 1.0.0

    12 downloads

    Author: unknow
  21. Kate

    poster-prefab

    Version 1.0.0

    20 downloads

    GTK Radiant Poster prefab Thos is a modified and easily censored form of pictures and posters. The textures can be used directly in the GTK Radiant. - copy the folders "scripts" and "textures" in your etmain folder - open the file shaderlist.txt in a text editor and insert the entry "prop_wall" - start the Radiant and select in the menu "Textures" the entry "prop_wall" Image manipulation by Sid Shaderscripting by Etch
  22. Version 1.0.0

    12 downloads

    many differens ones a pack of prefabs from the EA-Clan prefabs created by the guys from ea-clan.de
  23. Version 1.0.0

    15 downloads

    ET-Prefab: Projector Model and textures made in Blender3D. Projector sound from TheFreeSoundproject edited in Goldwave. ROQ video of some war vid's I spliced together. Since its an ASE model, you can changed the materials to what you like, for example to make the reel and film not moving. ~RayBan http://raybanb.googlepages.com/
  24. Version 1.0.0

    12 downloads

    Quake 3 style CTF flags for Wolfenstein:ET by RayBan ( [email protected] ) RayBan introduced flag models in the Splashdamage forum that can be used in W:ET CTF maps. http://www.splashdamage.com/forums/viewtopic.php?t=16877 Offsetted ctf flags in the quake3 style, shorter and more beefier. - all new models, only existing mesh used was the flagpole from the stock ET flag model, modified slightly ( shortened ). - all new textures ( no quake3 texture media used at all ) **NOTE new flag textures. - shader file virtually verbatim as original quake3 flag shader. NOTE** no quake 3 media used at all in this model addon. Allied flag model location - models/multiplayer/rayban/ctf/allied_flag_rb.md3 Axis flag model location - models/multiplayer/rayban/ctf/axis_flag_rb.md3
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